So what's been fixed in NL
MokeyHokey:
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Quote from: MokeyHokey on Today at 11:22:47 AM
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boolProp dormSpecificToolsDisabled [true/false]
Hum.. strange. this should work, it works for me when in community lot, however i haven't tested it with NL.
But I have, and it doesn't seem to work now with NL. Undecided
We did nothing (that I am aware of) to disable this in NL.
Oh, I must qualify that! I meant that it doesn't work as a "cheat" on downtown lots to enable buy mode. I had to use it occasionally pre-NL to get out of a lot with the save/exit/buy/build options disabled for various reasons. :D Haven't tried to use it properly, but I'm sure it works as intended. ;)
Nadira:
Quote from: vector on 2005 September 15, 16:10:57
Has anybody mentioned the cooking skill bug yet? You know, the one where a sim with maxed cooking skill gets a chance card from work that gives them two more cooking skill points, then they go senile and forget how to cook?
I had wrongly assumed this had been fixed with University. But no, and it seems it can even happen without chance card. I had a sim with all skills 10 (his LTW) and no problems for about 2 Sim-weeks lifetime, but now suddenly he cannot cook anymore - spontaneously! I suppose since he was mostly doing the cooking for the family, he got himself further imaginary cooking points and thus the bug appeared. I think the bug is not mentioned often because not so many people have sims with 10 cooking points with the coocurrence (is that the correct word?) of chance cards or other ways to aquire even more points. The only 2 sims I had with 10 cooking points (one Pre-EP1, one University) both lost their ability to cook after some time without chance card and there does not seem to be a cure. Perhaps there are some more people who have made this experience, even if it is a rare happening (thats why I did not report it up to now) I would like to see this bug removed - like many other bugs mentioned in this thread:
I agree especially with the bodyshopclothesremoval-, randomcrush-, piano-, memoryspam- and overflow-issues!
Nadira
ElviraGoth:
How about the ridiculous dance to accept delivery of groceries? I get tired of that stupid delivery person walking all over the front yard while my sim either chases them down or stands like a dummy waiting to "dock" with the delivery person.
And I don't know if this is the way its always been, or if I just noticed it, but when my sims buy groceries, either by delivery or by going to community lot, they only get half of what they paid for. On three separate lots now, with the top of the line fridges, capable of $300 storage. Didn't matter if it was about half empty or they couldn't fix a meal due to a lack of enough food to make anything. Just had one that was down to $3 in the fridge, bought $296 delivered, had the sim check right after putting groceries away and only have $148. Another one went to a community lot, and I always have them check the fridge before they go so I know what they need. Bought $200 but it only added $100 to the fridge total.
EDIT: Or is it because there's a baby in the house? I never thought that there might be space taken up for baby bottles and food.
linolino:
Quote from: nectere on 2005 September 16, 21:59:55
Personally I think it's much safer to not intertwine the EPs too much. In my opinion the idea of a new EP should mean NEW unrelated content not just an add-on or building off the previous EP. I think it's easier to build off the base game, expansion by expansion than it is to build one EP off another. The base game is the foundation, but if you had each EP as the foundation of the next then the whole thing would fall apart pretty quickly. Not sure if I made sense there…but the possibilities are endless, and at some point you have to cut down the amount of ideas on each expansion or you would never make progress or get an EP finished. Personally I appreciate the idea of not having to own every single EP, but rather just the base game. I would actually be pretty ticked if the only way I could get Nightlife or Business EP or whatever is if I owned the base and Uni and every expansion in between. Sure a lot of people may want to own them all, but I still think it should always first and foremost be each persons choice to own them all or not. Of course it would be an incentive if as they do on many console games owners of the previous EP/title got a little something extra in the next EP.
My personal concern is making sure that the base game is as bug free as it can possibly get. I certainly don't mind waiting a year or more between sequels etc, I already do this with platform games for the console…and books.
Look people, you are all too excited and not thinking right. This thing about the interacting EPs is not this complicated.
If a EP has features dependant of previous EPs, it does't mean the you NEED that previuous EP;
NL could have turn ons and turn offs related to UNI, and it wouldn't be necessary for a player to own UNI.
The game could just make a check to see if the UNI EP is installed. if it is, it will show the adequate turn-on and turn-offs, if UNI isn't installed, it won't show them. it's very simple.
The same can be applied to other features and future EPs.
miramis:
Quote from: HatedMaxoid on 2005 September 13, 20:11:02
Quote from: Ancient Sim on 2005 September 13, 18:58:25
LOL, I wouldn't know where to start listing them all. Some are obviously more important than others, but how about all the ones there are fixes for on this site?! A lot of the time it's the little things that cause the main problems, such as stuck kicky-bags and cellphones. I had a dorm that was practically unplayable and why? There were about 149 stuck cellphones!!! It was actually TwoJeffs who discovered this when looking at one of my error logs and he made an immediate fix for it - took him well under 24 hours. Yet after 6 months there is no fix from Maxis? The same with JM and the Greek amnesia problem, to name but one. And if it wasn't for JM's townie/NPC amnesia fix (which I asked for in the first place), I would still be painstakingly copying out endless memories and having to replace each one individually with SimPE. It's things like this that make the game so frustrating that we wonder why we are playing it.
I for one could do with the extra money from a bit of the old beta-testing ... any offers???
I think we fixed the kicky-bag, but I'm not 100%. As for stuck cellphones, I haven't heard anything about this. Perhaps you could send an error log.
I'm sorry you are having problems. We're working on it.
Stuck invisible Kicky-Bags still happen with Nightlife (blocked a sink in the kitchen, first lot that was played, during the first ever kicky-bag interaction after installing the EP ::) I Hope the Nuke kicky-bag option on the lot debugger still works)
About Nightlife Bugs..
Dina offered Morty back to her place from a community lot downtown, she queued up the icon for the car but instead of getting in she would take a step forward, stop, take another step, stop, right up to the end of the street where she headed off in another direction doing the same thing. Couldn't cancel out of it either, had to use boolProp/force error/reset to stop her. This happened every time I tried to get her to invite him home with her, gave up in the end. Other car stuff seems to work well.
Nina & Nephew sit down for food, something wasn't quite right though, at the end of the meal they stayed sat down but there was no sound coming from her Nephew while he was obviously talking. When SHE started to talk, his child voice could be heard instead. It was like watching a movie with the sound out of sync.. Could this be related to whatever is causing the Karaoke problem (which I also have).
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